Its protection effect lasts for the entire turn, and also covers effect damage. Only issue is that it needs to be destroyed by battle, which is why ideally you only special summon this in battle phase using Flute of Summonig Kuriboh.
The Flute of Summoning Kuriboh | Quick Spell |
Jaden Yuki [SR] | |
Add 1 "Kuriboh" or 1 "Winged Kuriboh" from your Deck to your hand, OR Special Summon 1 "Kuriboh" or 1 "Winged Kuriboh" from your Deck. |
Being a quick-play spell means that you can set this down and only use it when you need it. This is so that you don't end up revealing your cards early to your opponent.
However, setting it down can be dangerous since your opponent can use something like Night Beam, or if you get second turn since your opponent might destroy it during your phase.
Spellbook Support will be act as Draw Engine for allowing to draw out Core Cards easier or increase your hand sources for setup combo.
Spellbook of Knowledge | Normal Spell |
Special Set Bundle Sale [UR] | |
Send to the GY either 1 Spellcaster monster you control, or 1 other "Spellbook" card from your hand or face-up from your field, except "Spellbook of Knowledge", and if you do, draw 2 cards. You can only activate 1 "Spellbook of Knowledge" per turn. |
This card can let you convert the excess Spellbook Spell Card (Cards with the same name) from your hand into two more hand sources without losing any cards on your field. If you chain Spellbook of Knowledge with a Spellbook Quick-Spell Card, then you can send that Quick-Spell that is still on the field which is becomes 1 Card Earning in this situation.
Keep in mind that according to the Rulings, even if you apply the effect of "Spellbook of Knowledge" using the effect of "Spellbook of the Master", you cannot choose the activated "Spellbook of the Master" as the card you send to the Graveyard. But since we will not gonna use Spellbook of the Master in this Deck, there will be no problem for that.
Spellbook of Secrets | Normal Spell |
Visions of Ice [SR] Selection Box Vol. 02 [SR] | |
Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn. |
Spellbook of Secrets allows you to add from your Deck to your hand any “Spellbook” card which will be Spellbook Organization and Spellbook of Knowledge in this case.
Spellbook Organization | Quick Spell |
Crimson Kingdom [N] Master of Chaos [N] | |
Look at the top 3 cards of your Deck, then return them to the top of the Deck in any order. |
Spellbook Organization allows you to put your core card on top in order especially Infernity Archfiend for you to draw out easily for setup combo.
Into the Void | Normal Spell |
Galactic Origin [UR] | |
Activate only if you have 3 or more cards in your hand. Draw 1 card. During the End Phase of this turn, discard all the cards in your hand. |
Into the Void allows you to draw an additional card and potentially access key combo pieces or disruption cards.
Monster Reborn | Normal Spell |
5th Anniversary Campaign [UR] | |
Target 1 monster in either player's Graveyard; Special Summon it. |
This isn't searchable like Launcher, but it can work just like another Launcher since you only need to revive Archfiend to extend plays.
Since this can special summon from your opponent's graveyard, you can consider using monster destruction effects like Coral Dragon or Rhinosebus as you're doing the combo so you can get your opponent's boss monster to your field.
You can also just set this card and use Dragged Down into the Grave to take control of it pretty easily.
Book of Moon | Quick Spell |
Chaotic Soldiers [UR] Selection Box Vol.04 [UR] | |
Target 1 face-up monster on the field; change that target to face-down Defense Position. |
Useful disruption tool to stop your opponent's plays or to "protect" your monsters from certain cards like Floodgate Trap Hole or Karma Cut.
Dark World Dealings | Normal Spell |
Valiant Souls [UR] Selection Box Vol. 01 [UR] | |
Each player draws 1 card, then each player discards 1 card. |
A good Filter Draw to dump your Infernity Monster or unusable card to your Grave for combo setup with 1 Extra Draw.
Cosmic Cyclone | Quick Spell |
Galactic Origin [UR] Selection Box Vol. 01 Mini [UR] Special Set Bundle Sale [UR] | |
Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it. |
The option to do it at Spell Speed 2 together with the synergy with Fleeting Hand Skill, which is provided by its own activation cost makes this card a good fit into Infernity Deck (Fleeting Hand Version).
Monster Gate | Normal Trap |
Paradox Brothers Lvl 35 [SR] | |
Tribute 1 monster; excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. Special Summon it, also send the other excavated cards to the Graveyard. |
With only a few monsters in the deck, using this will let you mill some spell/traps until you get to your monster. Landing on a Mirage or an Archfiend can let you get your combos going.
Unfortunately, it's kind of random as to whether you'll get a good one or a bad one, and milling a Launcher can be fatal since there's no way to retrieve it.
Downbeat | Normal Spell |
Abyss Encounter [R] Infinite Ray [R] | |
Tribute 1 face-up monster; Special Summon from your Deck, 1 monster with the same original Type and Attribute, that the Tributed monster had on the field but 1 Level lower. You can only activate 1 "Downbeat" per turn. |
Downbeat allows you to Tribute a face-up monster on your field to Special Summon a lower-Level monster with the same original Type and Attribute from your Deck.
This effect can be used to set up your Graveyard for Infernity monster effects or to swarm the field with multiple monsters to make Synchro Summons. Additionally, it can be used to trigger effects that require you to send a monster to the Graveyard, such as Infernity Mirage or Infernity Launcher.
Heat Wave | Normal Spell |
Rex Raptor [R] | |
This card can only be activated at the start of Main Phase 1. Neither player can Normal or Special Summon an Effect Monster, until your next Draw Phase. |
A really strong card to help stall a turn since most decks often use effect monsters, so using this can end up making your opponent unable to summon any monster or just set and pass.
Stalling for turns like this is mainly to wait until you can use Infernity Inferno skill which has a turn restriction.
Card Advance | Normal Spell |
Crusaders Battleground [N] | |
Look at up to 5 cards from the top of your Deck, then place them on the top of the Deck in any order. You can Tribute Summon 1 monster in addition to your Normal Summon/Set this turn. (You can only gain this effect once per turn.) |
Since this deck is incredibly reliant on the cards that you draw during draw phase, using card advance can almost ensure that you end up drawing the ones that you need.
The rearrange effect won't be as useful if you use Archfiend's effect since it will end up reshuffling your deck, so just focus on the next card or the next 2 cards instead.
Rainbow Life | Normal Trap |
Jesse Anderson [SR] | |
Discard 1 card. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead. |
A really useful stall card to ensure that you won't take any damage at all during your turn. Event the cost of discard isn't bad in the deck since they need to be in the grave.
Crystron Quariongandrax | WATER Machine ★9 ATK 3000 / DEF 3000 |
Cybernetic Rebellion [UR] | |
2 or more Tuners + 1 non-Tuner monster If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their Graveyard, up to the number of Synchro Materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field. |
The big boss monster of the Labyrinth Builder version. Summoning Quariongandrax usually only requires you have Beetle and any 2 cards to use as cost for your Skill onhand. When summoned, Quariongandrax can single-handedly turn the game state in your favor.
When destroyed, Quariongadrax floats into any monster from either player's banished zone. So the monsters you banished with its first effect are also valid targets.
Vermillion Dragon Mech | FIRE Machine ★9 ATK 2700 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, field, or Graveyard, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the Graveyard: You can target 1 of your banished Tuners; add it to your hand. |
Summon Vermillion Mech Dragon by reviving Archfiend and Necromancer with Mirage's effect, and then reviving Beetle with Necromancer's effect.
The removal effect is good because it can target any card on the field, and the cost can easily paid because just one Beetle can search out all your copies from the deck. But be careful not to banish all your Beetles because Infernity decks don't have any interaction with the banish zone.
Infernity Doom Dragon | DARK Dragon ★8 ATK 3000 / DEF 2400 |
Kalin Kessler Unlock Event [UR] | |
1 DARK Tuner + 1 or more non-Tuner monsters Once per turn, if you have no cards in your hand, you can select 1 monster your opponent controls. Destroy that monster and inflict damage to your opponent equal to half its ATK. This card cannot attack during the same turn you activate this effect. |
Doom Dragon is a good way to deal with opponent's monsters and deal damage without actually attacking.
The burn effect is usually even better for dealing damage than battling with Doom Dragon. This is also a good way to play around enemy battle traps like Drowning Mirror Force and Wall of Disruption if you suspect they have any.
Hundred Eyes Dragon | DARK Dragon ★8 ATK 3000 / DEF 2500 |
Raid Duel - The Flame of Vengeance: Ccapac Apu! [UR] | |
1 DARK Tuner + 1 or more non-Tuner Fiend-Type monsters Once per turn: You can banish 1 Level 6 or lower DARK Effect Monster from your Graveyard; until the End Phase, this card's name becomes that banished monster's, and replace this effect with that banished monster's original effects. If this card is destroyed and sent to the Graveyard: Add 1 "Earthbound Immortal" monster from your Deck to your hand. |
Hundred Eyes Dragon can copy Infernity Necromancer's effect and revive Infernity Archfiend. This extends your combo, allowing you to make even more Synchro monsters or just swarm the field.
A more direct and offense-oriented option is to copy Infernity Archer's effect. This lets you attack your opponent directly for 3000 damage, usually ending the Duel.
Scrap Dragon | EARTH Dragon ★8 ATK 2800 / DEF 2000 |
Valhalla Calling [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 non-Synchro "Scrap" monster in your Graveyard; Special Summon that target. |
Simply for when you need to destroy a card your opponent controls when you can only make a level 8.
Coral Dragon | WATER Dragon ★6 ATK 2400 / DEF 500 |
Chronicle of Glory [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. |
Coral Dragon is a good Synchro to make in general. It has decent ATK and the one-for-one removal effect is good for field control. The floating effect gives you a refund on the resources spent to make it, making Coral Dragon an ideal monster to use in Synchro climbing.
Brionac, Dragon of the Ice Barrier | WATER Sea Serpent ★6 ATK 2300 / DEF 1400 |
Aerial Assault [UR] Selection Box Vol.04 [UR] | |
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. |
Arguably the most popular generic level-6 Synchro monster. Brionac has extra utility in an Infernity deck because of its ability to clear your hand.
Brionac's mass removal effect is ideal for breaking enemy board setups. It can even be used as a field wipe if you have enough costs on hand and since Infernity Combo needs to be activated in 0 hand card, this will become a huge advantage synergy.
You'll want to discard Infernity monsters like Archfiend and Sage as cost because it doesn't have any purpose in your hand, then they can be revived by Infernity Launcher for combo making if you have it.
Archfiends Call | DARK Fiend ★6 ATK 2500 / DEF 1200 |
Raid Duel - The Flame of Vengeance: Ccapac Apu! [SR] | |
1 Tuner + 1+ non-Tuner monsters This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Your opponent cannot target any "Summoned Skull" you control with card effects. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. |
Mostly a 2500 ATK beater that is untargetable. Can be a pretty decent turn 1 monster to summon since it can be difficult to get over.
Red Wyvern | FIRE Dragon ★6 ATK 2400 / DEF 2000 |
Stars of Synchro [SR] | |
1 Tuner + 1 or more non-Tuner monsters During either player's turn, if a monster with higher ATK than this Synchro Summoned card is on the field: You can destroy the 1 face-up monster on the field that has the highest ATK (your choice, if tied). This effect can only be used once while this card is face-up on the field. |
Red Wyvern is used to stop your opponent's Boss or Big Beatstick Monsters with more than 2400 ATK stats. This effect can be activated during your opponent's turn makes this card becomes a Synchro Monster with decent Discruptive Effect. However, the destruction effect can only be used once, so use it wisely.
HTS Psyhemuth | EARTH Psychic ★6 ATK 2400 / DEF 1800 |
Valhalla Calling [SR] | |
1 Tuner + 1 or more non-Tuner monsters After damage calculation, when this card battles an opponent's monster: You can banish that monster, also banish this card. |
For when you need to deal with monsters that can't be destroyed by battle or card effects, but also a decent monster to protect yourself with when you have nothing else.
White Aura Dolphin | WATER Fish ★6 ATK 2400 / DEF 1000 |
Cybernetic Rebellion [SR] | |
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner. |
White Aura Dolphin's ATK halving effect lets you attack over practically anything for no extra cost.
Vulcan the Divine | FIRE Beast-Warrior ★6 ATK 2000 / DEF 1600 |
Soul of Resurrection [SR] | |
1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned: Target 1 face-up card you control and 1 face-up card your opponent controls; return those targets to the hand, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as those returned to the hand by this effect. You can only use this effect of "Vulcan the Divine" once per turn. |
Vulcan's effect can target Infernity Launcher from your field so you don't lose field presence while essentially removing an enemy card for free. Reactivate the Infernity Launcher you returned to get another discard.
Assault Blackwing - Onimaru the Divine Thunder | DARK Winged Beast ★12 ATK 3000 / DEF 2000 |
Aerial Assault [R] | |
1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only. |
Summon Onimaru with Coral Dragon and another level-6 monster as material to turn him into a 6000 ATK beater. Between the huge ATK stat and inherent protection, Onimaru is a powerful presence onboard.
Photon Strike Bounzer | LIGHT Warrior ★6 ATK 2700 / DEF 2000 |
Photons of Galaxy [SR] | |
2 Level 6 monsters Once per turn, during either player's turn, when a monster effect is activated on your opponent's side of the field: You can detach 1 Xyz Material from this card; negate the effect, and if you do, inflict 1000 damage to your opponent. |
Negating enemy monster effects is great for disrupting their plays, especially since most combos involve the use of a monster effect. However, the negation effect does not destroy the negated monster, so this can be dangerous against powerful monsters.
Number 70: Malevolent Sin | DARK Insect ★4 ATK 2400 / DEF 1200 |
Photons of Galaxy [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3. |
Malevolent Sin is an anti-Xyz tech. Summon Malevolent Sin and use its effect to temporarily banish an enemy Xyz monster. The Xyz monster will return with no materials attached to it.
Firewall Dragon | LIGHT Cyberse ATK 2500 / DEF 4 |
Future Circuit [UR] Storm Access (Skill) [UR] | |
2+ monsters Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 Cyberse monster from your hand. You can only use each effect of "Firewall Dragon" once per turn. |
A Rank 4 Cyberse LINK monster with a combination of disruption and swarm capabilities. Its effect to return multiple cards to the hand can pose a threat to your opponent's field or graveyard setup, and can even disrupt key combos by bouncing combo pieces back to the hand.
Knightmare Unicorn | DARK Fiend ATK 2200 / DEF 3 |
Future Circuit [UR] | |
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card. |
This Link 3 Knightmare Monster not only allows you to shuffle 1 card on either player's board back into Deck (this effect will prevent some card effect trigger action for Graveyard/Floating effect) when it is Link Summoned. Unicorn's co-linked effect will allow you to have 1 Card Draw.
Noted BY LordGuitchi:
After climbing with Infernoids up to Legend 5 and then falling down to Legend 4, I decided to switch to one of my post-banlist Infernity decks (that I tested during TDGP) to do the rest of the climb, and it worked.
The post-banlist version of the Infernity deck works similar to the pre-banlist one (that used Trishula and Stardust Warrior), except for the focus on Link and Xyz monsters instead of Synchro and Accel Synchro ones. Now that we only have one copy of Infernity Launcher available, the main starting combo is Infernity Sage + Transmodify, to clear your hand, activate your skill, summon Necromancer and dump Archfiend to the grave to special summon it right after. There are other, less common starting combos you can do too, like Necromancer + Wildcat + Sage/Archfiend, Wildcat + another Infernity monster + Transmodify, etc.
You can make a board with Decode Talker, one Xyz and two infernities plus 2 or 3 infernity traps for disruption if you go first; if you go second, you can make Trishula Zero to wipe out whatever board your opponent set up... that is, if he doesn't interrupt you. MST and Infernity Supression are there to help dealing with problematic backrow cards/monster effects when going second.
Overall, this deck's strength resides in its opressive 1st turn board. It lacks the consistency that decks like Phantom Knights have, but it is compensated by the versatility and power that resides in it's ability to spam synchro, xyz and link monsters.
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